* As of now this game is just a toy project. However, maybe some day it'll be considered game worthy. *

Finally, something other than a 1D shooter project, amirite?

However, with all seriousness, for the last day or two I took my current random dungeon generator system and decided to take it in a completely different direction. I was frustrated with the amount of content that would go into a good Rogue-Like and rather over-whelmed with school, and all the other stressors in life. I went to bed a defeated man, but when I rose the next morning, I awoke determined to code. So here's the exact paper description I wrote down for the game:

Quote

"Close and open floodgates in a randomly generated sewer system in search of the shut off valve which will stop the massive influx of sewer water threatening to wash you away."

Basically, you run around this sewer system in search of a valve that will stop the water from spreading. You can improve your chances by impeding the water's spread by tossing out player-made barriers or closing, and opening floodgates. You have 15 seconds of oxygen which can be used to swim through flooded hallways in search of an air pocket, and such.

The game is in alpha 0.0.7.

Current Features:

Random sewer generation

Efficient water spreading

Player is able to place barriers (Currently limitless)

Player-made barriers are destroyed after being exposed to water long enough.

Arrow keys to move, and Space to generate a new map.Space next to a chest will open it and put it's contents in your inventory. Left-Shift now makes the player sprint however this uses oxygen. Inventory is now swapped to the I key, and the numpad now works as well to toggle the Floodgates. M toggles map focus. If you have it of course. ESC will either close the game, or any popups open on the screen. Single click in the inventory to drag, double click to use an item, and right click to view more info on an item.Controls: WASD - Movement. SPACE to turn valve. Click to place barrier. Press 1 to toggle red doors, press 2 to toggle green doors, and press 3 to toggle blue doors.

The game runs smoothly and I couldn't find any bugs. A barrier can also be placed under the valve sprite which doesn't make much sense and is not a bug because the valve still functions. As for features, it would be nice if you could remove a barrier with a right-click. It's pretty easy to accidentally block yourself in. The movement in the game reminds me of turn-based RPGs - is this intentional? It could have more fluidity if movement wasn't restricted to individual tiles.

All that aside, I'm excited to see what you do with this idea you have here. Lots can be done with this!

"Randomly Generated Sewer System Search Thingy", now that's a game I didn't know I wanted to play until I saw it Smiley

Looking forward to seeing what sort of problems or puzzles you can come up with for this game mechanic.

I mean, what else can you call this? I have no idea. I'm thinking about adding traps, and locked doors, and such. Any other ideas are more than welcomed!

Quote from: EtmosCode

You asked for constructive criticism, so here you go!

The game runs smoothly and I couldn't find any bugs. A barrier can also be placed under the valve sprite which doesn't make much sense and is not a bug because the valve still functions. As for features, it would be nice if you could remove a barrier with a right-click. It's pretty easy to accidentally block yourself in. The movement in the game reminds me of turn-based RPGs - is this intentional? It could have more fluidity if movement wasn't restricted to individual tiles.

All that aside, I'm excited to see what you do with this idea you have here. Lots can be done with this! Smiley

I'll fix that tile glitch as soon as I can. As for the removing of barriers, I'll get that in as well. Now onto the important topic. I didn't exactly intent on tile-based movement, but this project was originally going to be a turn based RPG, so I just kept the idea. Do you think the game would look better with velocities, and free movement? I'd still keep all AI's and water being tile-based, but fluid movement doesn't sound too bad to implement.

a tip: build a game around concept to kill enemies trapping into sewer and then flooding ?

Very good idea, however, in this game I want the player to feel like they are being pushed and blocked in. So I'd like the water to be the main enemy, and anything else just something to slow you down.

I added in a lot of cool things in my opinion. Including classes. I of course have to balance them, but hey, they're a nice touch. Also, the inventory is super cool. Though it was basic, I've never made one before so I'm glad I was forced out of my comfort zone. I plan on adding in a lot more items in 0.0.6. Anyhow, as usual, I'd love to get some more feedback.By the way, I plan on keeping the Rogue-Like movement as of now. 1) The engine was not even close to being built for that, and as far as I'm in now, I don't think it's really worth it. 2) It kinda fits my theme in a way. The game was originally intended to be a Rogue-Like.

Great game so far! The concept is pretty interesting and the the effects and looks in general are good for this stage of development. It would be cool to have maps (or tilesets) of lava or a toilet bowl to go with the game play. One problem is I get an error when I choose to do FullScreen:

Great game so far! The concept is pretty interesting and the the effects and looks in general are good for this stage of development. It would be cool to have maps (or tilesets) of lava or a toilet bowl to go with the game play. One problem is I get an error when I choose to do FullScreen:

This was a gigantic update in my opinion. I didn't get much work time this week, however, though because I was dangling some benders in hockey, but hey I added a lot! Including mini-maps, gear, and polishing up the inventory! (There is movement and shiz now!) Feedback, as always, is extremely welcome. (To the point of me practically forcing you to give it.)

Added:

I made some pretty player art. (It took me an hour. )

Gave pretty much every key binding a GUI button as well.

Made chests that are randomly place in the map that give you random gear!

Made a gear ranking system, and made it visible in the inventory. (Minor, Normal, Major, & Ultra-Major)

Made a minimap item. You can toggle focus and such.

Inventory randomly rolls minor loot at the start. (Pretty much just barriers at the moment.)

Made the inventory completely editable. You can move and remove items now!

Made gear slots at the top of the inventory. (Head, Body, Feet)

Added in Running Shoes which increase land speed.

Added in Scuba Flippers which increase water speed.

Added in Scuba Tanks that are stored oxygen used before your player's oxygen. (Refillable with bubbles)

Added in Dice that re-rolls an item for another item in that same loot rank.

All gear has either Damaged, Used, or New condition specs affecting the effects.

General polish and stuff.

Space next to a chest will open it and put it's contents in your inventory. Left-Shift now makes the player sprint however this uses oxygen. Inventory is now swapped to the I key, and the numpad now works as well to toggle the Floodgates. M toggles map focus. If you have it of course. ESC will either close the game, or any popups open on the screen. Single click in the inventory to drag, double click to use an item, and right click to view more info on an item.

v0.0.6 is pretty cool. Love the new inventory system, sprites and loot! It's nicely laid out and the management was straightforward. That's usually the most frustrating thing with a new game, but you managed to get it right.

Two Notes

For some reason, I could go not go through this gate vertically. It was disabled and switching it ON/OFF didn't change the collision. Not sure what happened there!

When using the inventory, your oxygen does not deplete. Ignore this point if that is intentional.

That water looks totally gross, I like it. Nice job on the game so far!

Thanks! Anything I could change or perhaps improve?

Quote from: Theory

I was having plenty of fun figuring out the game. Although, the immediate quit upon pressing escape ended my fun too quick.

Yea, I do agree. Using escape is a ballsy move when closing out your inventory and other GUIs. I, of course, plan on making a pause menu that would allow you to click leave or not, but since its such an early early build, I decided my time was better spent improving gameplay, however I am very glad you are having fun! I actually have 80+ items designed for the game already, just a matter of adding them in, so you will have much to figure out soon enough. Thanks for the feedback!

v0.0.6 is pretty cool. Love the new inventory system, sprites and loot! It's nicely laid out and the management was straightforward. That's usually the most frustrating thing with a new game, but you managed to get it right.

Two Notes

For some reason, I could go not go through this gate vertically. It was disabled and switching it ON/OFF didn't change the collision. Not sure what happened there!

When using the inventory, your oxygen does not deplete. Ignore this point if that is intentional.

Sorry for the late reply. Must've missed the message. I'm glad you like the inventory. I'm very proud of it. Now with the floodgates, this glitch has been brought up to me multiple times, however, I was never able to recreate it. I don't understand how it works, and it's happened to everyone but me. So I guess I have a bit of studying to do. Other than that, the inventory completely pauses the game so that you can re-gear your character and take time to think it out, but you can't open a map in the inventory because maps don't pause the game. I did this so that people are still rushed while they are looking in the map. Otherwise the game gets boring and gives you too much time to plan. The whole point of the game is quick decisions, so I hope that will always ring true. Thanks for playing and giving feedback! v0.0.7 should be out soon!

Quick update guys! I just did the coolest thing. (I guess it's technically basic, but I'm still going to explain it because I'm really excited.) So I just made an autoupdating launcher for Floodgate! It detects if the version changes, if so it downloads the new zip file from my server, and unzips it, then launches that version! It's so cool! It also does it's own clean up, and stuff. So, now you guys don't have to have all the versions of Floodgate, just get the launcher, and it'll handle it for you! Even better, it'll be (hopefully) the last Floodgate jar you'll have to download. All you'll have to do it download the update from within.

If you want to check it out here's the link: https://dl.orangedox.com/rwjHLJOyhbYNstej4z I'll post this link on every new version release on here too. I also changed the main posts link to the launcher. I recommend putting the launcher in its own folder as it makes a directory called files where it holds all of the good stuff. Anyways, talk to you guys later!

EDIT: The last version apparently only worked on Macs. I fixed it and now it is confirmed working on Windows 10 and 8 along with some version of linux.

I feel like this update was equally as gigantic as v6. I added in a whopping 13 new items, pause menus, buff systems, and more. However, I'm getting bored just adding new items, so expect v8 to be rather revolutionary.

Added:

Refactored the slow minimap. (Still slow, but less slow)

Added in a well need pause menu when you press escape instead of exiting the game.

Difficulty now increases based on the amount of dungeons you have cleared.

I moved the gear slots to the bottom left corner so you can evaluate your gear without opening the inventory.

Added in durability for all gear, and a fancy 'health' bar to show it.

Added in spikes and pressure plate traps.

Removed all traps because they were incredibly stupid.

Added in lucky underwear: If worn, increasing the chance of rare loot.

Added in Flip Flops: The first ultra-major item. Running shoes for both land and water.

Added in Water Shoes: Amphibious running shoes, however, very very weak.

Added in Snorkels: Snorkels slow down the rate of drowning.

Created a buff system for temporary things that modify the player's abilities. (Potions)

Added in Speed Potions: Increases player's speed for 7 seconds.

Added in Carbonated Water: This is basically a bubble on steroids except it doesn't fill scuba tanks.

Added in Potion of Duplication: Duplicates any item. (Durability and all)

Added in Potion of Ice: Temporarily freezes all the water on the map, stopping it from spreading, and drowning you.

Space next to a chest will open it and put it's contents in your inventory. Left-Shift now makes the player sprint however this uses oxygen. Inventory is now swapped to the I key, and the numpad now works as well to toggle the Floodgates. M toggles map focus. If you have it of course. ESC will either close the game, or any popups open on the screen. Single click in the inventory to drag, double click to use an item, and right click to view more info on an item.

Today I tweaked my random generation to make maps look a hell of alot more pretty. It gives maps a bit more depth. Soon ill add things to spawn out in the wide expanse of brown to break up the monotony. I might even have arches for the player to walk under. This is super cool!

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org